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Six Kingdoms: Rebirth -- Character Profiles And Rules


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Name:Tugarak

Breed: Axopakar*

Faction: Barraki

Description: During his youth, Tugarak was a proud and sturdy example of his breed, standing noticeably taller than average and bearing a red-brown exoskeleton the color of terracotta. Experience and injury, however, have taken their toll on him. He is missing his right eye, which he lost during confrontation with Xian pirates long before the war. He has replaced this with an implant allowing him to interface with the optics on his ACR access the vahki communications network and communicate with his troops in real time.

Background:Tugarak once served as a trusted lieutenant of Lord Carapar during the League War. He took part in the final assault on Metru Nui, delivering his lord's offer of surrender to the Po-Matoran. After the death of Carapar and the destruction of the GSR, Tugarak underwent something of a spiritual crisis. He had always believed that his lord's victory had been inevitable, and that a great destiny awaited him. Mad with despair, he vowed revenge upon those who had cheated him of victory.

He now serves as a faithful follower of Lord Ehlek, working closely with his armies of scavenged vahki units.

Abilities: Tugarak lacks any powers of his own, relying upon his pre-League skillset instead. He has an excellent sense of direction, capable of navigating through most difficult terrain. He is skilled with the maintenance and repair of all forms of machinery, a skill which benefits a vahki commander. He is an excellent martial artist, capable of besting opponents many times his size in hand to claw combat.

His connection to his ACR  optical implant allows him to access the vahki communication network and communicate with the vahki in real time.

Equipment: Tugarak carries very little equipment aside from his exovahki. He has implants in the base of his skull for interfacing with it instantaneously.Tugarak makes his way around Zakaz on the Charging Manas, a large, technically sophisticated hoverbike powered by two levitation kanoka. Its speed is sufficient for him to keep pace with his vahki colleagues. It features an enclosed cockpit for improved protection, and features a Cordak blaster mounted on the prow.

In hand to claw combat, Tugarak relies on a pair of vahki stun staffs, modified for his use. He is capable of using them to fire short burst of energy of varying intensities. These blasts can be used to apply any amount of force, deadly or not, to his opponents, and ca be adjusted on a case by case basis.  In place of his right eye, he bears an optical implant which displays information from the local vahki comm networks.

Flaws(Physical): Tugarak's body is incapable of accepting any form of nourishment aside from the electrical energy shared with the exovahki. He must recharge at a designated station every 21 standard days or slowly succumb to weakness and exhaustion like an unmasked matoran. Tugarak has lost the use of his right eye, replacing it with an optical implant. In spite of his great strength, he lacks any sort of natural defense against elemental or kanohi powers.

Flaws (Mental): Tugarak has been left somewhat unhinged by his experiences in Po-Metru. He is obsessed with taking revenge upon the matoran of Metru Nui, whom he blames for Carapar's death.

*Carapar's breed, name comes form Doronai Nui

ACR:

Name: Charging Manas

Heartlight: Vahki Brain

Base of Operations: Barraki Encampment

Pilot: Tugarak

Description: Large and bulky like its pilot, the exovahki resembles a boxor more than a true vahki. Its cockpit is heavily armored, protecting its pilot from harm. Its armor is a dark red, carved with intricate ritual markings from Tugarak's home island. Like all ACR's, it is partially autonomous but not truly sapient, though it does not have a voice of its own. All information is relayed to the pilot through a direct neural link the brain, granting superior it reaction time in combat.

Weapon(Primary): Large Buzzsaw. Cutting tool, can be thrown at distant targets. Always returns to the ACR's arm after being fired, unless interrupted.

Weapon(Secondary): Cordak cannon. Similar to matoran-portable cordak blasters, but of greater destructive potential. Used to disable enemy defenses.

Weaknesses: The exo-vahki is very heavy, and poorly suited for unstable terrain.

***

Name: Changua

Breed:Vortixx

Faction: Matoran

Description: Changua bears typical Vortixx proportions, with blue and silver armor and red eyes. Her head is undecorated save for a single plume of reddish-orange hair. She possesses very prominent talons on her hands and feet.

Background: On Xia, Changua worked as a lowly aviation technician, supervising tests of experimental flying vehicles. She quickly grew bored with her work, and sought to better her life through trial and adventure. During the League war, she enlisted in Lord Carapar's navy as an airship pilot, station aboard a small cargo vessel, the Ripple.

After the fall of the GSR, she makes a meager living as a scavenger, selling equipment and offering her services as a mechanic to the local matoran, whom she feels a special affinity with as fellow craftsmen and builders.

Hoping to gain their trust, she has taken measures to erase all traces of her League past.

Abilities: Like all Vortixx, Changua displays an innate aptitude with technology of all kinds. Her special area of expertise is flying vehicles. She is capable of operating and repairing most surviving vehicles, including airships, hoversbikes, motosleds and terrain crawlers.

As a vortixx, she is capable of trading peacefully with both matoran and skakdi survivors, though she tends to suffer the distrust of both. Her fighting style is very defensive,focused on avoiding injury and keeping her opponent at bay.

Equipment: Changua possesses large talons on her hands and feet, which she uses to grip on to valuable objects and to secure footholds on dangerous precipices. She is capable of adjusting their length and width to serve as weapons, fine manipulators, climbing pitons, or any number of functions. She carries a rhotouka launcher with her at all times, usually mounted on her inner right wrist. When struck by her projectiles, targets are entrapped in a bubble of electric energy, similar to that of the visorak Suukorahk. This  bubble gradually fades away over times, but any attempt to breach through it will it is active will cause a severe electrical shock. She wears a harness incorporating a levitation kanoka sewn into its fabric with flax string., which The kanoka activates at Changua's touch, and can be used to emulate the effects of a miru. She is capable of hovering for short distances using this method, and of vertically levitating at a moderate speed.

Flaws(Physical): As a native of Xia, Changua is very poorly adapted, physically and psychologically, to the harsh desert climate of Zakaz. She is most at home in urban environments, and the geography of the desert does not come naturally to her. Her immune system is relatively weak due to her early life in a sterile environment, making her prone to infection and sickness. As a larger being, her requirements for food and water are well in excess of most matoran and skakdi. Her eyes are very sensitive to sunlight, making extended periods in the desert unpleasant.

Flaws(Mental): Changua carefully hides her League past from both the matoran and skakdi she trades with. She has taken measures to erase all evidence, including changing her name, tools and armor and eye color. She fears that, if discovered, she will be unable to do business with her normal clients, depriving her of her main source of income.

***

Name:Balkan

Breed:Skakdi

Faction: Warskaks of Nektann

Element:Iron

Description: Balkan is built in a typical skakdi style, resembling the former Dark hunter Thok in shape and stature. His armor is entirely metallic grey with lighter highlights. He bears a prominent bright orange spine. His large blues eyes glow softly.

His left hand is heavily deformed, with only three stubby, misshapen fingers.

Background: Once, Balkan served a warlord allied with Makuta Spiriah. During the outbreak of the war, Balkan defected to a rival warlord, hoping to find himself on the winning side of that war. After his betrayal was exposed, he was shamed and denounced by his new warlord, and forced into exile. He became a hermit, living in the wilderness of Zakaz, using his powers of illusion to evade detection.

Sometime later, he was capture by forces loyal to Lord Nektan. Rather than kill him or turn him over to his former warlord, Nektan saw potential in him. He was recruited into Nektan's army as long-distance scout and intelligence operative.

Balkan served as a loyal operative in Nektann's army, where he conducted several success scouting and infiltration methods, utilizing his talents for stealth and deceptions to their fullest extent. He continues to serve in Nektann's warband, applying his talents whenever they are needed.

Typically, Balkan serves Nektann by infiltrating enemy skakdi camps, using his abilities to take on the appearance of another skakdi. Here, he collects information on enemy activities, which he passes along to his superiors. If need be, he performs assassination missions on prominent enemy leaders, disappearing and changing his appearance before he can be found and contained.

Abilities: Balkan is very good at staying hidden. He is capable of blending in seamlessly to almost any natural setting, and moving over long distances completely silently. He is well-trained in the anatomy of skakdi anatomy, which he uses to his advantage in assassination missions.

His tertiary power allows him to sophisticated optically based illusions around his body, concealing or disguising his presence. He is capable of gaining the outward appearance, if not the knowledge or abilities, of nearly any being the same approximate size as him.

 He possesses a vision-based hypnosis power, similiar to that of the late Barraki warlord, Takadox. He cannot override his opponents free will through his hypnosis, though he can alter make them more susceptible to sensory illusions such as the ones he projects. Affected subjects will fail to recognize his unusual eye color,  and will hear his voice as the way they expect to hear it.

Equipment: Balkan carries two main weapons with him at all times, both capable of channeling his elemental iron without the aid of another skakdi. The first is a concealable handheld crossbow, capable of firing small bolts or elemental iron designed to penetrate weak points in his enemy's armor. The other is a simple length of protosteel chain, which Balkan is capable of wielding like a whip. He uses this for disarm enemies and choke assassination victims.

Flaws(Physical): Balkan's body is covered in scars,  making him very sensitive to physical pain and unusually vulnerable to pathogens. He is considered quite ugly and gruesome by many skakdi. Due to his exiled status, he is often shunned and ridiculed by other skakdi.

Flaws(Mental): Balkan is plagued by a deep sense of guilt over his past. He seeks to redeem himself through matyrdom in any way neccessary, even if doing so would jeoprodize his mission. He lacks any real caution or appreciation for danger, and often takes extreme risks to his personnal safety for the sake of his mission.

***

Name: Karai

Breed: Matoran

Faction: Metru Nui

Element: Fire

Kanohi: Powerless Akaku (X-Ray Vision)

Description: Karai is of of a similar build to most Matoran from the old Metru Nui. He wears red and black armor with a dark grey kanohi in the shape of a great akaku. He is short but very bulky.

Background: Once, Karai worked as a mask maker in Ta-Metru. He was noted by his supervisors for his high-quality work. He was dutiful and hard working, enjoying a quiet and largely un-notable life.

After the fall, he has begun to apply his talents as a blacksmith, building weapons and handheld tools from metallic protodermis. He is deeply concerned with the present shortage of kanohi-quality protodermis, and is constantly experimenting with alternative materials.

Abilities: Karai is a talented mask maker and blacksmith, able to great excellent quality tools from molten protodermis. His work tends to be very high-quality, though his selection of available materials is limited, He is knowledgeable in topics relating to his profession, such as the making and use of kanoka disks. He is very physically strong for a being of his size, and an excellent brawler.

Equipment: Karai's most prized possession is his blacksmith's hammer. He is capable of wielding it as a very effective blunt weapon.

The lens in his akaku allows him to detect minuscule flaws and impurities in molten protodermis, ensuring the quality of his work.

Flaws(Physical): Karai is a good brawler and well-practiced with his hammer, both as a weapon and a tool of his trade, though his fighting technique is blunt and unrefined. This leaves him at a a disadvantage against foes of naturally stronger species, such as vortixx, Steltians and larger rahi.

Flaws(Mental): Karai is driven by a strong sense of perfection. Everything he makes, from kanohi to carving chisels, must be up to his high standards. He is completely unwilling to compromise on this, even when it would be to his benefit.

Edited by Biological Chronicler
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Name: Corrivalis

Species: Mimic’s Race

Faction: Nektann’s Warskaks

Brief Description: A toned, muscular entity slightly larger than the average Toa, Corrivalis is clad in spiky, angular plate armour. This being has gone to great lengths to exude the same savagery and menace that comes naturally to the Skakdi he keeps company with.

Background/Occupation: Corrivalis awoke on ‘Zakaz’ with no memories, no history, nothing but a weapon to his barely-remembered name. Where he came from, who or what he was before washing up on the desolate shores, is a mystery even to him. He was captured by Nektann’s warband, who would have disposed of him soon after had they not discovered his power. Realising the asset he could represent, they set to work training and indoctrinating him.

Flaws: Corrivalis has imprinted on the Skakdi of Nektann’s warband. His entire personality is nothing but an emulation of their traits and values. As such he is incredibly loyal, but has no sense of self, no personal ambitions, nor the capacity for creative thought. This lack of imagination extends to combat situations as well, as his only talents in battle come from copying others.  

Powers: Corrivalis’ only inherent power is his photographic reflexes; if he watches a being doing any kind of physical feat, he can replicate it, perfectly, instantly, and without practice. He is also ambidextrous, though it is unclear whether this was a quirk he has always had or a trait he gained through extensive use of his power.

Equipment: Fittingly, Corrivalis wears the Mask of Emulation. This mask can analyse and duplicate the power of any sapient being its wearer witnesses. However, it cannot copy the powers of animals, weapons, tools, or other Masks. Only one power can be programmed into the mask at a time, and the mask only retains the programmed power for around fifteen minutes.

In addition, Corrivalis wields a unique multiform weapon, which can change its shape at his mental command, and can regenerate from damage. There are some limitations, however, as the weapon cannot separate into multiple items (pieces broken off will become powerless metal), and cannot form complicated shapes with individual parts and components (eg. Bows, launchers).

 

Name of ACR: The Raptor

ACR’s Faction/Homebase: Fort Nektann

Pilot of ACR: Corrivalis

Type of heartlight: Skakdi

Physical Description: Designed to resemble a Tahtorak, albeit significantly smaller than the real thing, this mechanised walker strides swiftly across sand and stone, providing fast, agile transportation for its rider.

Onboard Weapons Systems: the Raptor’s main weapons is a devastating flak cannon powered by a core of elemental iron. The core gradually generates random fragments of misshapen scrap, which the cannon then stores, heats up, and spits out in superheated, shotgun-like bursts. The weapon is best suited for medium to close range, as the irregular shape and spread of the shrapnel causes it to disperse and lose velocity over a moderate distance. The cannon can only store four shots worth of scrap, but takes only a few minutes to replenish enough metal for an effective blast.

For melee purposes, the Raptor’s powerful tail ends in a forked blade, though swinging the tail around can throw the Raptor off-balance when operating on uneven terrain. The claws of its feet and arms can also function as melee weapons in a pinch, but are largely ineffectual and impractical for this kind of use.

Edited by Nato the Traveler

Embers - a new Bionicle Epic - Coming 2024 

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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Name: Atka (short for "Atkanu Aehltiin")

Breed: Void Eakai

Faction: The Eakai

Brief Description: Atka stands about a head above the average toa, and is of modest but solid build. Her dark green armour is iridescent, with a black secondary colour that seems to reflect no light, as well as glowing teal eyes and accents.

Background/Occupation: Receiving Matrak's signal through the void, Atka has arrived on Zakaz to find him and uncover the secrets he went missing in search of.

Flaws: Atka is headstrong and stubborn, often unwilling to consider alternative perspectives to her own. She is also completely unfamiliar with the activity known as "swimming".

Powers/Equipment: Atka possesses a bow and arrows of strange make, the material used in their construction possessing similar qualities to protosteel though distinct from it in that it is not a metal. She also has a short curved sword made from the same material.

Atka possesses all abilities inherent to a Void Eakai.

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  • Name: The Janitor
  • Breed: Fohrak
  • Faction: Fight Club
  • Brief Description: Standard Bohrak appearance, colored yellow with a blue overalls pattern. It is mainly concerned with keeping the facilities clean. What personality it does have comes off as a grouchy old man.
  • Background/Occupation: No one knows where the Janitor came from. One day he simply walked onto the Rig and started mopping the floor. The Riggers have put up with him ever since. 
  • Flaws: The Janitor is usually quite grumpy and hard to get allong with, he tends to be very judmental. His limbs are very short, and he is easy to push around.
  • Powers/Equipment: Can shoot soapy water from its shields. The Janitor has a wide variety of cleaning supplies, but three of its tools have special powers, which it takes into battle. The Mop can be cracked like a whip, causing the tendrils to extend and wrap around nearby targets. The Push broom can temporarily negate gravity. Those struck are flung off in the direction they were hit. It can also be hit against the ground for temporary flight. Its wet floor signs can project spherical force field which doesn't allow outside objects to enter, but allows them to leave from inside.
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Six Kingdoms Characters: Mazor, Jephro, The Janitor, Informant

 

 

 

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Keitara
Element: light
Mask: emulation (shaped like a golden Metru Hau)
Faction: Metru Nui refugees
Race: Desecrated toa (light with illumination kraata)

Illumination Kraata Ability Stages:

1. can dispel shadows in its immediate vicinity.

2. touch becomes mildly painful for beings of shadow, comparable to an electric shock.

Description:

Keitara is a slightly short Toa of Light with innately gold and ivory protosteel armor, a ahield with a bladed top and a rhotuka launcher that can fire elemental energy drawn from her body, though expending too much can leave her severely weakened, and a collapseable spear capable of reconfiguring between spear, scythe, rifle and storage forms (surprisingly this idea dates back before RWBY). She is friendly, outgoing, and slightly headstrong, yet can work well with others. Due to the events specified below, Keitara is currently unaware of her desecrated status, or even of the concept of bonding with a kraata. Additionally, her loss of memory has hindered her elemental control. 

Kei has a curious mind. She delights in building and mechanical apparatuses, and would happily while away an entire day repairing or constructing an object or tool. Her past as a Ghost was the perfect outlet for her, even though the discovery of her true nature caused a stir. 

She can act as a battery for weapons, which powers her lance and rhotuka shield.
Her lance can fold up, be used as a rifle or scythe as well, and its blade is coated in a superconductive material that can absorb elemental energy, store it in a bank of capacitors, and re-release it in eather a focused beam or a scything fan of power. However, overuse can cause damage to the spear's circuitry and its simple program will lock up or disengage this ability if too much power passed through in this manner. It also acts as a standard focus, like any Toa tool. In addition, as an Av-Toa the exact coloration of Kei's armor can vary. In her case this partially tied to her mood, and also to various factors relating to her elemental powers.

Currently Kei presents as having dull-gold, silver and off-white armor with indigo-violet eyes. This shade also extends to her elemental light.

Kei has developed deep feelings for both Skorm and Irna, rapidly growing towards love for the pair of them.


Background:

Keitara was hidden amongst a group of Fe-Matoran craftsbeings during the Av-matoran diaspora. Uncomfortable with her more masculine build, Kei scavenged materials over the course of a year and in one day rebuilt herself, using only knowledge of biology gaines from speaking to a few ga-matoran biologists and her own crafting abilities. 

As she was perfectly functional the next day, this got the attention of the Nynrah Ghosts who quixkly snapped her up with an apprenticeship. During this time Kei was able to indulge her inventive side, working on progressively more and more complicated projects. However, due to an incident involving a Toa stone power cell she discovered her true nature as a Toa of Light. The incident resulted in the exile of her teacher, but she was allowed to stay in exchange for providing protection and a Toa-sized guinea pig for future projects.

Keitara died in the attack on Nynrah, holding the line in a suit of experimental exo-toa armor while the island was evacuated. It is currently unclear how she is currently alive, and as she jas had a skein of false memories implanted within her mind and a kraata within her body it would seem that an aspect had a hand in her revivification.

Powers: At this time, standard Toa of Light powerset:light bending/camoflauge, laser light, blinding flashes which she can use as a diatraction. Additionally, she was desecrated with a highly unusual kraata strain: Illumination.

Occupation: Keitara is currently allied with Metru-Koro, with especial loyalty to Skorm, Irna, and her newly re-discovered mentor Toa Knichou.

Flaws: Keitara's weakness is her naïvte. Aside from the core and Nynrah she has been few places, and acts more like a matoran than a toa at times. But she is fiercely loyal, and hates taking life. She wants to make things different here. She wants to save everybody she can. She afraid of the dark. Also, she has difficulty with social situations which often culminates in her either becoming overanimate and excitable or quiet and withdrawn, depending on her mood. Depression can threaten to de-rail her completely, but the faith her new friends have been putting in her has helped lessen this a bit.

 

Keitara_reference_2020.jpg

Kei_june_2020_concept.png

Edited by TL01 NUVA
Updated to reflect changes to backstory, as her past has been shifted to having been in the current universe.
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Whatever mountain you are climbing, you can do this.

                                       BZPRPG character masterpost

20220406_234727.jpg

                      "Just promise me something... don't let me go."

 

 

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@TL01 NUVA, welcome to SKR! @Vezok's Friend is handling the approval of Keitara. What I can say off the bat is she seems very interesting but will need a few adjustments since canon makuta are not allowed in this game. My immediate suggestion is to play as a toa of light, but I'll defer to Veef on that. <3

@Nato the Traveler:

Corrivalis

Are mimics able to use kanohi masks? I read BS01 and cannot see if they do or don’t have that aspect. For SKR I feel they can call that their secondary power. Please let me know if you had something else in mind, otherwise consider this character approved.

The Raptor is approved.

@Smudge8:

The Janitor is a meme character. He is approved, but if letting fohrok into SKR becomes a problem I’ll have to shut them down. Play responsibly. <3 

@Biological Chronicler:

Karai and Tugarak are approved. Nice to see Tugarak return with a mission! His ACR, Charging Manas, needs a quick tune up. 

  1. Please pick a type of heartlight for the ACR. The vahki neuro-core does not replace the heartlight, but it does give it the sentience you’re talking about (unless I misunderstood what you wrote).
  2. Please provide a weakness for each of the armaments the ACR wields. If you did they are not clear.
  3. Only Barraki ACRs with vahki neuro-cores have sentience at this time. These are like an onboard AI system helpful in navigation, combat, and general wellbeing of the pilot.

Changua is approved if the levitation disk is sewed into the fabric or held in a pouch but not magically melded into the clothes. It would need to require being punched or hit to activate.

Balkan needs a little tuning up based on what I’m reading:

  1. Please choose between not having a vision power or having a hypnosis vision power.

He can have light powers, manipulating wavelengths around his body, or he can have illusion powers. Please choose.

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Happy chat.

 

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2 minutes ago, Unreliable Narrator said:

Are mimics able to use kanohi masks? I read BS01 and cannot see if they do or don’t have that aspect. For SKR I feel they can call that their secondary power. Please let me know if you had something else in mind, otherwise consider this character approved.

Yeah, I had a look around BS01 as well, there doesn't seem to be anything saying they can or can't. I figured, given their limited powerset, it wouldn't be particularly OP to suggest that they could use masks in this canon. 

  • Like 1

Embers - a new Bionicle Epic - Coming 2024 

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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1 hour ago, Unreliable Narrator said:

Karai and Tugarak are approved. Nice to see Tugarak return with a mission! His ACR, Charging Manas, needs a quick tune up. 

  1. Please pick a type of heartlight for the ACR. The vahki neuro-core does not replace the heartlight, but it does give it the sentience you’re talking about (unless I misunderstood what you wrote).
  2. Please provide a weakness for each of the armaments the ACR wields. If you did they are not clear.
  3. Only Barraki ACRs with vahki neuro-cores have sentience at this time. These are like an onboard AI system helpful in navigation, combat, and general wellbeing of the pilot.

The Charging Manas is there mostly as a way for him to get around quickly while he's on his missions for Ehlek. I will probably make it into a more mundane vehicle like a boxor or a hoverbike.

1 hour ago, Unreliable Narrator said:

Changua is approved if the levitation disk is sewed into the fabric or held in a pouch but not magically melded into the clothes. It would need to require being punched or hit to activate.

It is sewn into her clothes. She can activate it by touch, like a Miru. It works basically the same way, only she doesn't actually wear a mask.

1 hour ago, Unreliable Narrator said:

Balkan needs a little tuning up based on what I’m reading:

  1. Please choose between not having a vision power or having a hypnosis vision power.

He can have light powers, manipulating wavelengths around his body, or he can have illusion powers. Please choose.

He has illusion powers, the part about bending light waves is just there to clarify that the illusions are optical, not psionic in nature. When I say he doesn't have a vision power, I mean he can't shoot lasers out of his eyes or see through solid protodermis like Zaktan or Avak. Instead, what he is is basically a toned down version of Takadox's hypnosis power. He can influence other being's perception, but he can't override their own intentions like Takadox can.

Hope that helps, sorry if anything I wrote is unclear. I wrote most of it in a hurry and didn't proofread.

Edit: Changes applied.

Edited by Biological Chronicler
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1 hour ago, Unreliable Narrator said:

@TL01 NUVA, welcome to SKR! @Vezok's Friend is handling the approval of Keitara. What I can say off the bat is she seems very interesting but will need a few adjustments since canon makuta are not allowed in this game. My immediate suggestion is to play as a toa of light, but I'll defer to Veef on that. <3

@Nato the Traveler:

Corrivalis

Are mimics able to use kanohi masks? I read BS01 and cannot see if they do or don’t have that aspect. For SKR I feel they can call that their secondary power. Please let me know if you had something else in mind, otherwise consider this character approved.

The Raptor is approved.

@Smudge8:

The Janitor is a meme character. He is approved, but if letting fohrok into SKR becomes a problem I’ll have to shut them down. Play responsibly. <3 

@Biological Chronicler:

Karai and Tugarak are approved. Nice to see Tugarak return with a mission! His ACR, Charging Manas, needs a quick tune up. 

  1. Please pick a type of heartlight for the ACR. The vahki neuro-core does not replace the heartlight, but it does give it the sentience you’re talking about (unless I misunderstood what you wrote).
  2. Please provide a weakness for each of the armaments the ACR wields. If you did they are not clear.
  3. Only Barraki ACRs with vahki neuro-cores have sentience at this time. These are like an onboard AI system helpful in navigation, combat, and general wellbeing of the pilot.

Changua is approved if the levitation disk is sewed into the fabric or held in a pouch but not magically melded into the clothes. It would need to require being punched or hit to activate.

Balkan needs a little tuning up based on what I’m reading:

  1. Please choose between not having a vision power or having a hypnosis vision power.

He can have light powers, manipulating wavelengths around his body, or he can have illusion powers. Please choose.

I understand! I didn't want her to be too OP, I just liked the idea of "what if a Makuta but made of light?"

Also looking at other replies: if her with dual weapons seem too much, I could swap her kanoka launcher with a rhotuka shield, and have her spear be damaged so that she needs a vakhi neuro-core to fully repair it and restore its element absorbtion/storage aspect.

Whatever mountain you are climbing, you can do this.

                                       BZPRPG character masterpost

20220406_234727.jpg

                      "Just promise me something... don't let me go."

 

 

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14 minutes ago, Biological Chronicler said:

Maybe you could play a rahskii-like being with light powers of some sort?  You know how makuta in that one AU have rahkshii of Courage, Peace, ect.? Maybe you could have a rahkshii of illumination, as opposed to a rahkshii of darkness.

hmmmmmmmmmmmmm.....

reminds me of a character idea I had before!

Though now I wish I hadn't spent the last few hours updating Keitara's design... Or could she be made similarly to an illumination Rahkshi-type being? Sorry, I'm willing to go with it. Just having a slightly rough time killing my darling is all, hehe...

Whatever mountain you are climbing, you can do this.

                                       BZPRPG character masterpost

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                      "Just promise me something... don't let me go."

 

 

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2 minutes ago, TL01 NUVA said:

hmmmmmmmmmmmmm.....

reminds me of a character idea I had before!

Though now I wish I hadn't spent the last few hours updating Keitara's design... Or could she be made similarly to an illumination Rahkshi-type being? Sorry, I'm willing to go with it. Just having a slightly rough time killing my darling is all, hehe...

It does not seem like everyone in this universe who has kraata powers is necessarily a makuta or a rahkshii. Some of them seem to have a sort of symbiotic relationship with kraata. I could see Keitara being a regular toa with a symbiotically bonded illumination kraata instead of a normal kanohi. I am sure @Unreliable Narrator would approve.

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3 minutes ago, Biological Chronicler said:

It does not seem like everyone in this universe who has kraata powers is necessarily a makuta or a rahkshii. Some of them seem to have a sort of symbiotic relationship with kraata. I could see Keitara being a regular toa with a symbiotically bonded illumination kraata instead of a normal kanohi. I am sure @Unreliable Narrator would approve.

Yesssssssssssss.... this, this I like...

What if I alter her description and past comme ça: She was turned into a Toa of Light, sort of, by the energy of the Codrex in her universe but the process damaged her body so extensively that her spirit was close to departing it. But a Makuta-analogue from that universe was the one who discovered her after the revitalization of Mata Nui failed, and bonded her with a kraata before sending her on her way to this universe.

She has artificial memories and accordingly damaged weapons and her illumination kraata is hidden under a plate on her back armor. I feel like her having to discover her past/that she's bonded would be interesting!

Would that be okay?

Whatever mountain you are climbing, you can do this.

                                       BZPRPG character masterpost

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                      "Just promise me something... don't let me go."

 

 

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@TL01 NUVA Hey, first of all welcome to SKE from me as well. Echoing @Unreliable Narrator, canon Makuta are not in the game, but we do have the Aspects of Makuta, which is the closest playable race. They usually have shadow powers as their primary ability, but there's always the odd one out, so that could be another option in addition to what others have suggested already. The aspects do not come from the MU/GSR and would accordingly need a Zakaz origin though. Of course being a light elemental and allied with the refugees will put them at odds with the other aspects.

But since looks like you're still trying to figure some things out for your character, so: If you want to explore some of those alternate ideas and update the profile accordingly, please do so and let me know when you're ready for approval. =) 

 

 

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38 minutes ago, Vezok's Friend said:

@TL01 NUVA Hey, first of all welcome to SKE from me as well. Echoing @Unreliable Narrator, canon Makuta are not in the game, but we do have the Aspects of Makuta, which is the closest playable race. They usually have shadow powers as their primary ability, but there's always the odd one out, so that could be another option in addition to what others have suggested already. The aspects do not come from the MU/GSR and would accordingly need a Zakaz origin though. Of course being a light elemental and allied with the refugees will put them at odds with the other aspects.

But since looks like you're still trying to figure some things out for your character, so: If you want to explore some of those alternate ideas and update the profile accordingly, please do so and let me know when you're ready for approval. =) 

Okay! Toaoflight01 Nuva Ready for re-evaluation!

Whatever mountain you are climbing, you can do this.

                                       BZPRPG character masterpost

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                      "Just promise me something... don't let me go."

 

 

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Name: Triki
Breed: Le-Matoran
Faction: Metru-Nui Refugees
Description: He is a green Le-Matoran who wears a Great Kanohi Kakama (powerless). He is eccentric and impulsive and occasionally quite violent.  His left arm has been mutated and merged with a Kanoka disc, giving it a silvery gleam.
Background: A brilliant mechanic turned treasure hunter, Triki found himself lost and abandoned in the pipes beneath Ga-Metru, where he went crazier still from the isolation, causing significant memory loss.  He was eventually freed when the GSR crashed, and he made his escape to Zakaz, where he can use his mechanical skills to service vehicles and hopefully search for more treasure.  He also claims that his time trapped underground taught him how to speak Rahi, although this ability remains unconfirmed.
Flaws: Triki’s crazy persona and chute-speak are often found off-putting to others, and his violent tendencies and shortsightedness often land him in trouble.  He also has memory loss from his time lost underneath Ga-Metru.
Powers: Beneath Ga-Metru he encountered a mysterious substance, which merged his left arm with a Reconstruct at Random Kanoka disc.  Now, he can trigger the reconstruct power by touching something... but the power is unreliable and uncontrollable, and only as strong as a level 4 Kanoka.

:music: 

Edited by xccj
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Hey @xccj welcome back! Please remove the mention of Energized Protodermis and then Triki is good to know. You can just say "an unknown substance released during the crash." I keep EP out of reach and far far away in Six Kingdoms because of what it can do. Thanks for understanding, nice to see you back! :)

@TL01 NUVA, I read over your updated profile while Veef was away. Keitara looks good to go, just as long as she doesn't talk about her alternative timeline. You know, might get some funny looks if she mentions a Codrex. But who knows, the GSR blew up, so maybe other characters will just roll with the punches. There are more characters wandering this game from other planes then some players know. ;) Welcome to SKR!

RE Keitara's scythe weapon: if things get out of hand we'll talk otherwise it looks fine. :) 

Happy chat.

 

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Name: Oreius

Species: Toa of Fire

Faction: Metru-Nui

Description: Oreius’s body is orange and black. He stands a little shorter than the average height for a Toa, but he would be taller if not for the odd hunch he carries over his right shoulder blade, which causes his neck and head to jut forward. This lends him a perpetually hunched appearance, and does nothing to improve the glower that rarely leaves his face. Usually, his golden eyes are knitted in a frown and his jaw is set, betraying little emotion and less friendliness.

He wears a set of silver-gray experimental armour. When the armour is actively being used (i.e. when kinetic force is activating the Kanoka), the power lines and the attached armour will glow gold due to the energy moving through them. This glow fades when the armour is not actively being used. (see Mask/Tools)

Background/Occupation: Oreius’s history is about as penetrable as his perpetual scowl. He has served for centuries as a protector of various islands in the Silver Sea, moving from place to place as need calls. His original homeland is lost to history, but some say it was destroyed by an ancient power, and he has spent his life on endless combat as a way of atoning for his failure to defend it. Regardless of what drives him, he only stayed in one place long enough to defeat whatever threat it faced before moving on, refusing any thanks beyond provisions to get him to his next destination. Eventually, he joined Metru Nui's forces and served Turaga Dume as a military leader on the front lines of the war against the League of Six Kingdoms.

Powers/Abilities: As a Toa of Fire, Oreius can control fire and heat in all its forms, from heating or cooling an area to creating powerful blasts and beams. He can absorb or release fire at will, and can detect sources of heat. He is also resistant to high temperatures.

Having spent his life in battle, Oreius is a consummate warrior. His body is a weapon that he wields with brutal grace, honing in on enemies’ weak points and finding cracks in their defences. His martial skill is formidable, as is his knowledge of tactics and strategy.

Millennia ago, Oreius was desecrated by the Aspect Stannis and received a kraata of limited invulnerability. As Stannis grows in power, so does he. Currently, the kraata is level 5, granting him protection from almost any physical harm, as well as immunity to environmental extremes. He is now strong enough to resist the elemental powers of a Toa Nuva.

Mask/Tools: Oreius wears the Mask of Pain, a rare Kanohi that allows him to detect flaws and weaknesses. The mask is always on at a low level, informing him of the most effective way to incapacitate anyone around him. He can mentally focus to receive more detailed information, but otherwise, the mask will simply inform him of the most efficient way to inflict debilitating injury.

Oreius carries a single short sword, which he straps to his back when not in use. This blade is utilitarian in appearance, bearing more resemblance to a butcher’s knife than the ornate weapons that other Toa often carry. The sword is one of a pair, but he lost the other while capturing an island from the League.

To make up for his lost sword, Oreius donned an experimental suit of light armour. This armour is built to accommodate four Kanoka disks in four sockets. From these sockets run four cables, one to each of his limbs, where they attach to two gauntlets and two plates on the top of his feet. When one of these pieces of armour is subjected to sufficient kinetic energy (through a punch or a kick, for example), the attached Kanoka is activated and transmits its energy to whatever object was punched or kicked. The disks are permanently installed in the armour, giving Oreius the following powers: Freeze, Weaken, Regeneration, and Reconstitute at Random

Flaws: Oreius does not deal in subtleties or shades of gray. He sees the world in black and white, good and evil, and has made it his life’s purpose to root out anything that threatens the Matoran. As such, he will not stand down against anything he perceives as evil, and will fight until his last breath, never allowing thoughts of surrender or retreat.

His armour can be disabled by severing or crushing the power lines that run from each Kanoka. If a connection is broken, Oreius can no longer activate that power until it is repaired.

***

Name: Taja

Species: Toa of Shadow

Faction: Metru-Nui

Description: Taja stands at average height for a Toa, with a slender, wine-red body and black armour that seems to absorb any light that falls upon it. Her blue eyes shine from behind a black Huna, and she carries a Kanoka launcher strapped to her back.

Background/Occupation: Taja used to live in Ko-Metru, whose quiet streets and even quieter inhabitants suited her well, being sensitive to loud noise as all De-Matoran are. She worked as a scholar in the Knowledge Towers, where she studied the stars and translated the work of other scholars. However, unlike many scholars, she enjoyed more lighthearted pursuits in her spare time, such as disk surfing.

When the Krom Sphere changed the skies, Taja travelled to Ga-Metru to consult with the Astrologist, Nixie. She met Okuo and Kohara, and they joined forces to recover Ga-Metru's Great Disk. Upon successfully obtaining the disk and returning it to Turaga Dume, Taja was transformed into a Toa, and she joined the battle for Metru Nui.

After crash-landing on Zakaz, Taja joined the crew of the Taku in the aid of Po-Koro. She encountered the Aspect Whisper in the aftermath and accepted her offer of desecration, which unwittingly transformed her into a Toa of Shadow.

Powers/Abilities: As a Toa of Shadow, Taja can create, control, and absorb darkness in all its forms, from casting an area into utter darkness to travelling through shadows to unleashing powerful blasts and beams. She can manipulate shadows to interact physically with the world, doing whatever she commands of them.

Taja was desecrated by the Aspect Whisper and received a kraata of adaptation. As Whisper grows in power, so does she. Currently, the kraata is level 2, granting her the ability to adapt quickly to environmental extremes such as heat or cold, and making her impossible to capture the same way twice.

She's a fair shot with a Kanoka, preferring it over using her powers. As a Matoran, she learned to surf at high speed through the chutes and canals of Metru Nui. 

Equipment: Taja wears a great Huna, Mask of Concealment. This mask has been modified to include silencers over her ears, which can be manually adjusted to allow more or less sound through. Her Huna also sports a custom lens over one eye that she can activate to enhance her vision, which aided in her work studying the stars. She carries a protosteel Kanoka launcher strapped to her back, as well as a small collection of various Kanoka disks.

Taja also carries a set of great Kanohi masks on a leather cord strapped to her back. These masks were looted from the Grand Temple Ruins, and can be swapped with her current mask at any time. These are a great Hau, Mask of Shielding, a great Komau, Mask of Mind Control, and a second great Huna, Mask of Concealment.

Flaws: Like all Kra-Toa, Taja is sensitive to light. Sunlight is merely an irritant, but light-based powers can easily do her great harm. Also, as a result of her unorthodox desecration, she suffers from void sickness. Symptoms include clouded thoughts, distraction, and an inability to discern what is real.

She's slow to trust others, preferring to keep her own counsel. Being a new Toa, she is unfamiliar with her new powers and has limited control over them. She often feels useless and unworthy of the power she's been given.

Edited by Eyru
Oreius and Taja profiles updated to reflect the grand Wish progress of their Aspects.
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Name: Providence

Breed: Aspect of Makuta

Faction: Aspects of Makuta

Brief Description: A head shorter in his lanky armor than the typical Aspect, Providence's posture and mannerisms exude youthful exuberance. His armor includes many extremities and flourishes not necessary for an Aspect, seemingly for the sole purpose of being more recognizable to humanoids-- or perhaps emulating them? When interacting with those not of his kind, he often gesticulates and moves his 'mouth' in an over-the-top fashion that, despite being a totally unconvincing imitation of a biped, nonetheless has proven rather endearing to most.

Background/Occupation: Providence is only recently emerged from the antidermis pool, his armor new to him. Though his few years among his kind have failed to imbue him with any meaningful understanding of how the world works, they have given him a profound interest in - one might even say, an infatuation with - the lives and societies of the humanoids with which the Aspects share this world. With the crash of the GSR head, and the arrival of many new interesting individuals with it, he decided to finally leave the Kumu Islets and begin exploring the wider world. His goal is to meet new and interesting people and have intense and exhilarating experiences with them, and he'd be pleased if he also happened to find the secrets to high-stage kraata desecration rites in the process.

Flaws: Providence is immensely and obviously an incredibly naive individual. He has no practical experience with the world, and an unrealistic view of humanoid species as either pets or children to be cared for, mixed somewhat with entertainment. He is reluctant to be cruel or suspicious, even when he very rightly should be, and has no real perspective of how his race is perceived in the world at large. (Psychological flaw)

Due to the nature of his species, he is composed of gas, and will dissipate if deprived of his armor and a willing host for long enough. (Physiological flaw)

Equipment: Providence needs nothing but his suit of armor. The world is his oyster!

Powers: Like all Aspects, Providence has elemental control over shadow (Primary power), as well as the capacity to leave his armor and possess other creatures, and the ability to desecrate others, turning an offered heartlight into a first-stage kraata (Breed quirk).

Additionally, he himself has the second-stage kraata power of Sleep, allowing him the ability to make people slow and groggy with only a touch. A useful tool for pacifying any of the rowdier denizens of Zakaz that he might come across. (Secondary power)

Grand Wish: To permanently inhabit a fleshly form of my own, immortal and with great power! (Approved by UN/Kughii)

Milestones

1st: ???
2nd: ???
3rd: ???
4th: ???
5th: ???
6th: ???
7th: ???

Edited by Burnmad

Avatar by Brickeens

 

 

 

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Hi, I'm a newcomer to the game so hopefully this is all fine. Let me know if I have to fix anything.

Name: Yaushe
Species: Toa (former), spirit (current)
Faction: N/A

Brief Description: Most often seen as a van-like vehicle, though can sometimes be glimpsed as a tiny spark of static electricity when switching vessels. She retains the morals of a Toa, refusing to kill or allow someone to die. She can be a little bitter and sarcastic regarding her current state of existence.

Background/Occupation: Yaushe is- or rather, was- a Toa of Electricity, who had taken her vehicle to a mechanic for repairs. With her Iden, she was inspecting the interior of the car for damage or signs of dodgy servicing when disaster struck. She woke, her spirit having jumped into the nearest vessel it could find: the vehicle itself. Her memory is hazy around the details surrounding her death, and just about blank for the time before that. She did, however, retain enough of her memories to know the body crushed under her car was once her own. She's elected to stay with the mechanics who were around her when she woke up, both for lack of any idea of what else to do and also because they're able to patch her up if something happens. She prefers to stay within the vehicle, but will begrudgingly switch vessels if required (such as for repairs or being required to go indoors), being nervous about the consequences of being in a vessel if it is destroyed.

Flaws: Yaushe insists on keeping her vessels in top working condition and does not like to be in anything fragile, due to a persistent fear of what might happen were she to be without one. She is also often hindered by a lack of hands in most usable vessels. She is still deeply disturbed by having to witness her own body buried- moreso that she was not able to bury it herself.

Powers and Equipment: Yaushe retains a little of her elemental power when in a powered mechanical vessel- likely due to the presence of electricity already in the vessel. The amount of elemental power she has access to is related to the amount available in a vessel. Unlike regular Iden users, something about the nature of her unfortunate accident has limited her to only be able to inhabit vessels within close range of the one she is currently inhabiting. Her inability to float around as a free spirit is either another side effect of the accident or a psychological issue, a mystery she doesn't know the answer to and isn't keen at all to find out. The vessels she possesses have to fulfil the normal rules for Iden users- either mechanical or "empty" (lacking a spirit).

Her new state does come with some benefits, such as the retaining of her elemental powers to some degree. Vessels she inhabits also have a heightened resistance to damage from electricity, and she is able to interact with them (eg. being able to drive her van around while inhabiting it, being able to move motors and gears in vessels she is currently inhabiting, etc.). She is also able to communicate with the living world in her vessels, even if the object she's inhabiting lacks a speaker or other means to make sound. She's a very good driver, and due to her affinity for it, thinks she might have been doing something relating to driving really fast in her past life.

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Memoirs of the Dead entry: The Unknown Turaga, a tale from the late Chronicler Kodan's journal.


Strakk's Best Friend, the story of a confusing yet somehow canon friendship.


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hello yes i am also new
here is profile

Name: Mahryo 

Breed: Skakdi 

Faction:  N/A 

Brief Description: A crimson Skakdi with a rather portly appearance, blue markings on his chest, and blue eyes. Mahryo has a distinct sense of honor and integrity, and likes to stick up for the little guy. He is brave and optimistic in the face of adversity, and is rather skilled with machinery. 

Background/Occupation: Mahryo is currently suffering from amnesia; he has forgotten his background almost entirely, though he remembers his brother Lueiji. From where he awoke and the tools in his hand at the time, he has come to assume that he is a mechanic.  

Flaws: Mahryo dislikes the sight of blood, and has dulled both his teeth and claws to avoid drawing it himself. Headaches are a recurring issue, thanks to his mysterious head injury. His need to stand up for what’s right also frequently gets him in trouble, and he is stubborn enough to refuse to walk away from a fight.  

Powers/Equipment: Mahryo’s vision power allows him to grow people or things up to twice their normal size, or shrink them down to half their normal size. As his breed quirk, Mahryo also able to create fireballs in his hands; these fireballs can maintain their form, but dissipate after a few seconds if Mahryo isn’t holding them. He does have more broad control over the element of fire – but only in conjunction with another Skakdi’s element. He also wields a large combination wrench, about the length of his forearm – good for both mechanical endeavors and bludgeoning enemies.  

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@ZippyWharrgarbl, I'm not sure if your PC is an April Fool's joke or you actually want to play a haunted van. Please confirm Van-chan. 

@Edelgard, okay. Alright. I admit it. You got me. Also Mahryo is approved so long as he doesn't have access to his latent fire powers without the aid of skakdi or a red smiling dandelion. 

Happy chat.

 

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2 hours ago, Unreliable Narrator said:

@ZippyWharrgarbl, I'm not sure if your PC is an April Fool's joke or you actually want to play a haunted van. Please confirm Van-chan. 

@Edelgard, okay. Alright. I admit it. You got me. Also Mahryo is approved so long as he doesn't have access to his latent fire powers without the aid of skakdi or a red smiling dandelion. 

The idea is that he can only use the fireballs normally - any attempts to use it by himself in other ways simply wouldn't work.

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Name: Lueiji 

Breed: Skakdi 

Faction:  N/A 

Brief Description: Lueiji is a tall and thin Bo-Skakdi, with something of a paunch. He’s emerald green with two vertical blue stripes on his chest, and has blue eyes. He’s a bit paranoid and easily startled, but his heart is always in the right place and he frowns upon cruelty. Despite his fear, he has courage when it matters most, especially when his brother is placed in harm’s way.

Background/Occupation: Lueiji currently suffers from amnesia, and much like his brother Mahryo he’s forgotten his background almost entirely. He suffers the worst from this condition, and experiences delusions of phantoms and other supernatural activity. He’ll often try and use his extermination equipment, the tools he awoke from amnesia with, to fight said spirits. He is a skilled pest exterminator.

Flaws: Lueiji can be frightened with little effort, and headaches are a common problem thanks to his head injury. Much like Mahryo, his will to help others can easily get him into trouble (though he’s more level-headed than stubborn, unlike his brother).

Powers/Equipment: Lueiji’s Skakdi ability is the power to jump higher into the air than most others are capable of, and for a brief few seconds can float as if lighter than a feather. His vision power allows him to grow people or things up to twice their normal size, or shrink them down to half their normal size. He has control over the element of plantlife, but only in conjunction with another Skakdi. He carries a large selection of extermination equipment with him wherever he goes, most notably a large bug vacuum and various types of traps.

Edited by Jakura Nuva
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Name: Whisper

Species: Aspect of Makuta

Faction: Aspects of Makuta

Brief Description: One of the first things Whisper witnessed at the beginning of her existence was two Lohrak fighting in the Fau Swamps, and this conflict inspired her chosen form. Her armour is akin to several serpents twined together, metallic tendrils writhing and wrestling for dominance, their frilled heads fused into a horrific multi-jawed monstrosity. Three twisted, mismatched wings sprout forth from the mangled mass, the only appendages visible on the entity’s oil-hued form. Following contact with energised protodermis, her tendrils have permanently turned pink.

Background/Occupation: Whisper was always more fascinated by animals than sapient beings. To her, the lives of animals appear primal and purposeful, whereas sapient beings have so many complicated wants and needs and desires, all conflicted and contradictory. Her favourite hobby is toying with so-called civilised beings, breaking them down to their basest desperations to earn her favour. She has carried out her fair share of desecrations in her time, often sending her victims on dangerous scavenger hunts to retrieve trophies from the nests or lairs of dangerous rahi.

Flaws: Like all aspects, Whisper is inherently manipulative and prideful. She also struggles to grasp concepts of morality and kindness, a trait which makes it difficult to anticipate or understand the actions of others. Her physical form is lithe and spindly, making it more vulnerable to damage. She also, obviously, lacks any opposable digits, making it difficult for her to grasp or manipulate objects with any measure of dexterity.  

Powers: Like all Aspects, Whisper wields the power of Shadow. Her inherent kraata power is Insect Control, now operating at level three. Like all Aspects, she can carry out the Rite of Desecration, and possess an empty vessel or willing host.

As a level three Aspect, she has the ability to carry out telepathic audio communication with an individual desecrated follower currently on the same plane of existence, and remotely possess her desecrated through shadow puppetry.

She has also learned the Taboo of Infection Kraata, which allows her to create kraata by breathing her gaseous essence over a heartlight and immersing it in energised protodermis. 

Equipment: None. Her only ‘weapons’ are small, blade-like protrusions at the ends of her tangled tails, and the hooked fangs packed into her mouth.

Grand Wish

Tired of the talk of patterns, and inspired by the simple, finite lives of the rahi that inhabit Zakaz, Whisper’s ultimate wish is to break the cycle, to change what it means to be an Aspect. She wishes to live, and eventually die, free from the curse of rebirth and repetition. 

Specifically, she wants to be freed from the fear of being absorbed back into the antidermis pool, free from the threat of losing all that she is – and for the rest of her kin to be able to enjoy that same freedom.

  1. Desecrate a being with their own heartlight.
  2. Acquire forbidden knowledge from a temple on the mainland.
  3. Spend a day sharing the body of another being, to learn what life is truly like.
  4. Learn the true nature and origins of Aspects.
  5. Return to the Kumu Islets and uncover proof of her past incarnations.
  6. Desecrate another Aspect, and be desecrated in turn.
  7. Sever herself and all currently living Aspects from the antidermis pool.

 

Kraata Maker: Whisper

Kraata Type: Ice Resistance

Kraata Stage: Stage 1

 

Kraata Maker: Whisper

Kraata Type: Stasis Field

Kraata Stage: Stage 1

 

Kraata Maker: Whisper

Kraata Type: Sleep

Kraata Stage: Stage 1

 

Kraata Maker: Whisper

Kraata Type: Laser Vision

Kraata Stage: Stage 1

Edited by Nato the Traveler
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Embers - a new Bionicle Epic - Coming 2024 

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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this is max's fault

Name: Triage

Species: Toa of Plantlife

Faction: Metru Nui Refugees

Description: A figure of average height, his main color is an off-white, with crimson crucifixes painted onto his shoulderpads and the forehead of his Kanohi, and yellow/amber eyes. He carries a large brown satchel that he tends to keep close. Illustration of his Kanohi and the "crimson crucifix" that adorns his body by @Onaku (based on this unnamed mask).

Powers: Can create, control, and absorb plantlife. His mask allows him to heal others (but not himself). In order for the Kanohi to work, he needs to have a basic understanding of the wounds or illnesses that need curing. The speed of the healing depends on his own willpower and the condition that needs curing.

Equipment: Great Kanohi Hauora, Mask of Healing. Various medical supplies in his satchel, such as bandages, and herbs to make medicine. A pair of defibrilliators that can, in the odd situation, possibly double as weapons.

Personality: Triage often feels overlooked, and that he's only needed for his services as a medic. Someone always asks, "doctor, how is he?" and not, "doctor, how are you?" Now that the war's over, he hopes to become recognized for his life-saving work and as a person.

In between drinks, that is.

Background: Triage survived the League war, the impact, and even got to be at Rose and Skyra's wedding! Now he goes to bars and tries to help people when he can.

Flaws: Has an intense paranoia about others touching or trying to steal his satchel. Shaky hands. 

Edited by Tarn
new thing
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[BZPRPG]
(shout out to max)

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Name: Falh

Species: Male Ko-Toa

Faction: Himself, whoever can give him payment

Description: Built precise and clean, Falh is physically exactly what you'd expect in a Toa. He has a tall and fit build, decorated in a white trim befitting of his element, his armour often forming into simple polygonal shapes. There is an odd red accent under his eyes and extending to the back of his mask. His eyes themselves are red, as well. His actual mask is a Felnas. 

Powers: Normal range of power over Ice as per usual, being able to create and manipulate that element (Primary Power), but added proficiency with conjuring up his element.. Above-average strength (Species Quirk). Falh possesses 1 Stage One Kraata of Teleportation, through a ritual with Tuakana.

Equipment: His Felnas gives him the ability to send any one opponent's abilities completely out of control through touch (Mask Power). He carries a longsword as his weapon of choice. His Toa Tool is a pair of boots that can channel his element into turning the ground icy below him and can be controlled through jets built into the bottom to allow him to "skate" across it with surprising speeds. He can also use this for offensive purposes, spraying jets of ice to boost his kicks or jumps somewhat. 

Background: Originally a soldier who fought for Metru-Nui during their war against the League, Falh was given a dishonorable discharge for disobeying a superior and was originally lined up for jail time, but managed to escape shortly before the fight on the Silver Sea concluded. On the run, he was given a break of sorts by the Impact and allowed a clean slate.

Lending himself out as "paid help" to the refugees of Metru-Nui, Falh found a new sense of autonomy with the new environment he was allowed, and now thrives in the wartorn lands of Zakaz with his skillset.

Flaws: Unbeknownst to almost anybody (and he'd like to keep it that way) Falh is recovering from a rather severe addiction to an injected substance concocted by a Bo-Toa friend he once had (who passed away during the impact). This means that he sometimes suffers from withdrawal and will have to make excuses for his worrying symptoms.

Edited by Dane-gerous
 

 

 

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My profile for the Ripple.

Designation: The "Ripple"

Type: Airship

Commanding Officer: Tugarak

Description: The Ripple is a Kewa-class medium freighter, originally designed for ferrying cargo long distances, capable of undergoing long journeys without resupply. From the outside, she appears to be physically unremarkable, bearing a streamlined ovoid hull typical of Metruan vessels. Small portals, housing automated cordak turrets, line the sides of her hull.

Her inner space is divided into three main decks, an upper, middle and lower deck. The decks are connected through small maintenance portals, allowing matoran workers to travel quickly between decks. These tunnels have been modified to allow passage for larger breeds such as vortixx and axopakar, though these beings often find such tunnels overly confining. There is also a central staircase allowing larger groups to quickly disembark.

Lower Deck

- Cargo Bay: Large, empty room for storing cargo. Contains facilities for loading and unloading equipment, and a retractable ramp for entering and exiting.

- Engine Room: Contains the ship's power plant and electrical facilities. Considered off limits to passengers.

- Vahki Barracks - Contains storage and charging facilities for two ten-unit squads of vahki. Currently unoccupied, used by fohrok va maintenance drones.

- Electro-Tropedo Bays - Mounted on the prow. Used to store and fire electro-torpedos.

Middle Deck

- Crew and Passenger Quarters - Contain accommodations for roughly 30 passengers, including crewmembers.

- Common Room - The common area of the ship, containing small windows through which passengers can see aft of the ship.

- Mess Hall - Includes a kitchen and a small stage. Serves as the central gathering place for passengers and crew. Can be accessed from the commons room.

- Infirmary - Contains facilities to treat injured crewmen.

- Storage Room and Armory - Located near the stern, normally barred to passengers except in an emergency. Houses several smaller vehicles and personal weapons, including hoverbikes, motosleds, zamor launchers, cordak rifles and ammunition, and kanoka disks.The storage houses several non-lethal tools, including portable radios, lightstones and mechanical equipment.

Upper Deck

- Bridge - Mounted on the prow, the control center for the entire ship. Contains instruments for a captain and two pilots.

- Comm room - Contains communication facilities, including long range radio receivers.

- Computer room - Contains the ship's navigational computer and a console for reading data crystals. Most of the ship's logs are stored here.

Background: The Ripple was originally built in Metru Nui, one of millions of her class. At some point, she was sold to the Matoran of the Northern Continent, where she served as a cargo freighter.

When that continent fell to the Barraki, she was captured and incorporated into Lord Carapar's navy and placed under the command of Captain Tugarak. Throughout the war, she served in many covert missions, most notably in the capture of the Krom Sphere. During the assault on Po-Metru, she helped ferry soldiers into battle.

After the fall of the Great Spirit, she survived the battle, but was heavily damaged. Like many of Carapar's forces, she and her crew were transferred under Ehlek's command. She was refitted extensively using Metruan technology. She know serves the Barraki as a long-rang scouting vessel, conducting discrete surveillance and espionage missions under Ehlek's command.

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  • Name: Rek
  • Breed: Wasteland Su-Skakdi
  • Faction: Whoever pays most.
  • Brief Description: Slight of build, but no less competent a fighter for it - what she lacks in muscle she makes up for in agility - Rek has primarily deep orange armour, underlaid by the occasional off-white highlight, and the typical Skakdi maw full of intimidating teeth. The skin of her skull is surprisingly smooth, aside from twin mandibles that jut from either side of her jaw; meanwhile the frills on her spine are each slit down the middle, giving her a more uncommon silhouette when they're raised, and she has a distinct scar down where her spine joins her back. She has two bandoliers slung in opposite directions across her torso, each sporting many small pouches, in which she carries mostly personal items and spare ammunition.
  • Background/Occupation: Mercenary-for-hire. Rek grew up in one of the smaller settlements on Zakaz, alongside her older sister. Even despite the violence of their culture, the two girls were as close as could be; they stuck together through everything, even when their settlement was razed to the ground by another Skakdi tribe, leaving them amongst the few survivors. They grew, they helped each other, they became strong forces in their own right who would make any other Skakdi think twice about dealing with the brutally efficient sisters... until the day the older sister stabbed the younger one in the back for her own personal gain, leaving her in a ditch to die. The younger girl was stronger than her sister realised, however; picking herself back up, Rek sought out her sister and murdered her in retaliation, taking her heartlight as a trophy. Disillusioned with the idea of trusting others, she struck out on her own, not allowing herself to commit to any allegiance but simply becoming a mercenary, working for whoever paid her and not forming any bonds with others.
  • Flaws: Rek has been damaged deeper than she truly realised by her late sister's betrayal. Not only is she now unwilling or incapable of trusting anyone, but she seems sometimes to teeter on the edge of emotional breakdown. Usually, in the everyday, she's fine; but then there are the times when something reminds her of the close bond she and her sister used to share, and crushing guilt will wrack her, rendering her all-but useless for a time as she grapples with the ghosts of her past (psychological issue). There's also the old Skakdi limitation where she can't use her elemental power except in conjunction with another (breed quirk) and she isn't physically strong (physical limitation), relying far more on agility than on brute force.
  • Powers/Equipment: Aside from the Plasma powers that she can only access in conjunction with another Skakdi, Rek has as her species power the ability to heat up her skin until it's hot enough to burn anyone who touches it (primary power); the downside to this is that she can't maintain it for long without overheating herself. She also has thermal imaging vision (secondary power). The weapon she carries is a modified crossbow - not only does it shoot metal darts, but its hilt has been adapted to house a retractable blade for melee situations - and she has an ACR of her own.

 

Name of ACR: Backstabber
ACR’s Faction/Homebase: Unaffiliated
Pilot of ACR: Rek
Type of heartlight: Skakdi - that of her sister. The mech's named the way it is for a reason.
Physical Description: Unlike its pilot, Backstabber is bigger and bulkier, serving as Rek's muscle in situations where her agility alone won't get her by. Shorter and more heavyweight than an Exo-Toa, it sports an angular design aesthetic.
Onboard Weapons Systems: Backstabber's main weapon is a hefty broadsword, good for dealing heavy damage at close range but unwieldy to use, even for the powerful machine. Rek has foregone a second weapon system for the ACR in favour of powerful thrusters built into the feet; knowing how big and clunky Backstabber is, she has deliberately integrated these as a rapid-escape mechanism: should a situation become too hairy, the mech can use these thrusters to leap itself to safety. This does, however, come at the expense of a secondary weapon system; and the thrusters can only be used once in a two-hour period, as they require a significant recharge time.

 

( ooc: I've had this profile ready to go for days, I was just stuck on a name for the character xD; )

Edited by That Matoran with a Vahi

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"New legends awake, but old lessons must be remembered.
For that is the way
of the BIONICLE."

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